// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

#include "MgcOglRenderer.h"

GLenum MgcOglRenderer::ms_aeZBufferCompare[MgcZBufferState::CF_QUANTITY] =
{
    GL_NEVER,
    GL_LESS,
    GL_EQUAL,
    GL_LEQUAL,
    GL_GREATER,
    GL_NOTEQUAL,
    GL_GEQUAL,
    GL_ALWAYS
};

//----------------------------------------------------------------------------
void MgcOglRenderer::SetZBufferState (MgcZBufferState* pkState)
{
    if ( pkState->Enabled() )
    {
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(ms_aeZBufferCompare[pkState->Compare()]);
    }
    else
    {
        glDisable(GL_DEPTH_TEST);
        glDepthFunc(GL_ALWAYS);
    }

    if ( pkState->Writeable() )
        glDepthMask(GL_TRUE);
    else
        glDepthMask(GL_FALSE);
}
//----------------------------------------------------------------------------
